Which adventures from Dungeon Magazine have you used since it went 3E?

Let's see. I've used:

- part of Ever-changing Fortunes (game ended before it was finished)
- Thirds of Purloined Vellum (decent city-based mystery - I had to pump it up a bit as my PCs were higher level)

Hmm...I guess that's it. I know I've planned to use more, we just appear not to have gotten to them yet.

J
 

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We've used two so far

The Raiders of Galath's Roost (when this party started out, our first adventure)

The Harrowing (we are in the middle of it right now... we found this hole in the abyss, and in the bottom of it there is a temple, with another hole, and in THAT hole there is a room with a drow...

"There's a drow in a hole in the temple in a hole in the bottom of the abyss... there's a drow in a hole in the temple in a hole in the bottom of the abyss... there's a drow... there's a drow... there's a drow in a hole in the temple in a hole in the bottom of the abyss!"

That's right folks... campfire songs for dungeon delvers.
 

At htis point I can think of "Headless", "Cradle of Madness (Skurges have been a favourite of mine ever since)", "Gorgoldand's Gauntlet (twice, 2 different campaigns)", "valley of the snails".

I know I've run more than just those though. I have also run lots otf WotC free adventures (the one on the CD in the PHB spawned a campaign - 2 years after I bought it :) )

Rav
 

Krug said:
Any feedback on the adventures? Fun? Funny? Any anecdotes?

Generally, my players and me liked each and every one of them much more than the adventure path series.

"Dying of the Light" ended in a Total Party Kill, though.

We especially enjoyed "Dungeon of the Fire Opal", "Rage" (my players loved Roughner) and "Iriandel".
 

I have used several for my most recent 3E campaign (which has been temprarily suspended due to lack of players.)

"Dungeon of the Fire Opal" - it was the opening adventure for the 1st level characters. I scaled it down, and by the time they finished it they were 2nd level.
"Thirds of Purloined Vellum" - I scaled it up to 2nd level characters. The adventurers botched this one VERY badly; byt the end, the missing courier was never found, two of the PC's had died due to a terrible lapse of player judgement, and the merchant (I made her female) tried her best to blacklist them and they will never work for her again.
"Ever-changing Fortunes" - I used this, tied it to a courier mission, and changed the Dwarves to gnomes. I also played up the issue of the gnomes enslaving the kobolds, and the players by the end had worked to help the gnomes and kobolds (with the new kobold chieftain Akara) to form a "joint-tribe" to enhance each others' strength. Two of the characters (a lawful good wizard and a paladin) have made a commitment to check in on this weird little experiment from time to time to ensure that it is still working.

All in all, the Dungeon adventures' scaling notes have been a Godsend. They are usually dead on with their recommendations, and it gives me a good starting point in case they AREN'T dead on.
 

If you haven't been subscribed to Dungeon this whole time, is there an easy way to pick up old issues? Do they ever put out a best-of compilation?
 

Just finished up running my group thru Bloodlines with the fiendish morgg. The group was 9th level, but the suggested adjustments worked fine. I altered the beginning and ending of the adventure in order to change the count's background to fit my campaign - they encountered him in a nearby city instead of saving him on the road, and he's not such a bad guy and instead is unaware of his family's dark secrets.

Overall, my players really liked this adventure. It was pretty challenging for them, and they even had 1 character die and turn to dust in the room with the mummies - player was overly daring with his rogue, insisting on entering rooms by himself and looking for traps and it finally cost him dearly.
 

    Since I use quite a few of the adventures from the Wizards site, I've included those in my list as well...

Used as a DM:
 Evil Unearthed (#82)
 Depths of Rage (#83)
 Demonclaw (#84)
 The Alchemist’s Eyrie (wizards.com)
 The Ghosts of Aniel (wizards.com)
 The Ministry of Winds (wizards.com)

Plan to use as a DM:
 Interlopers of Ruun-Khazai (#92)

Played in:
 The Ettin's Riddle (wizards.com)
 Base of Operations (wizards.com)
 Manifesting: a Tale (wizards.com)

    I have also GMd an Omega World game and I plan to use Spelljammer, both from Polyhedron.

    Jason
 


What a cool thread! Okay, I'm biased, but still . . .

I've used "The Seventh Arm" (issue #88) in my home game, modified up for 8th level. My group had a heck of a time figuring out the marilith's disk trap, and I managed to drop some campaign specific material in the kyton room that really had them stumped for the bulk of a 5-hour session. The nature of the dungeon—summoned monsters attacking from magic traps—really befuddled them, since they couldn't scout ahead and figure out what was coming.

I've included hooks to "Kambranex's Machinations" (issue #91), but the PCs didn't bite, sadly. I was hoping to turn someone in the group into a half-machine. I've also left hooks to "Spiral of Manzessine" (issue #94), and I'll be leaving a big hook that leads to Scuttlecove (from "Porphyry House Horror" in issue #95) in an upcoming session. Unfortunately, since Dragon Associate Editor Matt Sernett plays in my campaign, he knows too much about what's going to appear in the adventures, so I need to do some heavy modification to adventures if I'm going to use them.

I've also used maps from "Deep Freeze," (#83) "Rana Mor," (#86) "The Raiders of Galath's Roost," (#87) "Interlopers of Ruun-Khazai," (#92), other adventures I'm not remembering, as well as nearly every "Map of Mystery" we've printed. In fact, I go out of my way to peruse back issues when I need a map, since it saves me time. I've also borrowed scores of stat blocks. I'd much rather spend game prep time coming up with plots and schemes to drive my PCs nuts than draw maps and generate stat blocks. Is that just me? I'm genuinely curious, since we try to do as much of the busy work involved in campaign prep as possible in the magazine.
 

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